refactor canvas modes
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@@ -58,7 +58,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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canvas->m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (canvas->m_canvas->m_state == Canvas::kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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if (canvas->m_canvas->m_current_mode == kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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{
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sampler.bind(0);
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ShaderManager::use(kShader::CompErase);
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@@ -267,13 +267,13 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glDisable(GL_DEPTH_TEST);
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if (m_canvas->m_smask_active)
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{
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m_canvas->modes[(int)Canvas::kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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m_canvas->modes[(int)Canvas::kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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}
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// keep drawing the grids
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if (m_canvas->m_state != Canvas::kCanvasMode::Grid)
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for (auto& mode : Canvas::modes[(int)Canvas::kCanvasMode::Grid])
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if (m_canvas->m_state != kCanvasMode::Grid)
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for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
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mode->on_Draw(ortho_proj, proj, camera);
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*/
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